Search found 24 matches
- Tue Feb 26, 2019 2:28 am
- Forum: Other Game Design
- Topic: Planetary defense redesign
- Replies: 50
- Views: 6817
Re: Planetary defense redesign
That could be a problem, a planet that is being attacked could be cut off from supply. I don't see using it everywhere myself, though could see where some would. I meant buildings that only boost local defense are not an option. But ministries (supply-connected boost) are. The problem with that a p...
- Tue Feb 26, 2019 2:20 am
- Forum: Other Game Design
- Topic: Make shipyards & drydock implicit (not a building)
- Replies: 37
- Views: 17490
Re: Make shipyards & drydock implicit (not a building)
A negative marginal value for additional worlds and a conquest victory condition don't mix well. You can wind up with games on large maps where the game stagnates because nobody can manage a galactic empire. This is probably realistic, but it's deeply unfun.
- Tue Feb 26, 2019 1:55 am
- Forum: Other Game Design
- Topic: Paradigm shift growth special buildings
- Replies: 22
- Views: 3589
Re: Paradigm shift growth special buildings
...or a very short tech tree to keep the game contested into the late game Why? As long as there are mechanics in place which sufficiently deter certain empires to get too easily too far ahead in research, I don't see the problem with large tech tree. On the contrary, if research is to be an import...
- Mon Jan 14, 2019 5:21 am
- Forum: Other Game Design
- Topic: Paradigm shift growth special buildings
- Replies: 22
- Views: 3589
Re: Paradigm shift growth special buildings
Tech leak rate isn't just based on diplomacy and espionage spending, but also on how valuable the people with the tech consider denying it to you, how open your respective societies are, how similar your languages and mathematical notations are, the ramifications of the technology, and a large measu...
- Sat Oct 14, 2017 12:33 am
- Forum: Other Game Design
- Topic: Tech to change star type?
- Replies: 23
- Views: 3368
Re: Tech to change star type?
But all the value of a blue star is lost by turning it into a black hole. It stops benefiting phototropes, can no longer run your stellar generator (which I'm pretty sure would have stacked with the black hole generator), and while they retain the ability to build energy hulls the value added there...
- Sat Oct 14, 2017 12:04 am
- Forum: Play-Testing Feedback
- Topic: Feedback after couple of games
- Replies: 21
- Views: 4355
Re: Feedback after couple of games
For what it's worth, we're very open that the current numbers (all of them, including launch bay capacity) for Fighters are subject to review, Geoff picked the initial numbers and I then tried to tweak and balance them so they were workable, I'm still not sure I made the right call in making them u...
- Fri Oct 13, 2017 9:43 am
- Forum: Other Game Design
- Topic: Tech to change star type?
- Replies: 23
- Views: 3368
Re: Tech to change star type?
Well, then, I wouldn't mind changing red to blue start requirement for the artificial blackhole :) Ah, but as MatGB pointed out, that would make blue stars far too valuable. But all the value of a blue star is lost by turning it into a black hole. It stops benefiting phototropes, can no longer run ...
- Fri Oct 13, 2017 9:00 am
- Forum: Play-Testing Feedback
- Topic: Feedback after couple of games
- Replies: 21
- Views: 4355
Re: Feedback after couple of games
5. Fighter seem almost useless so far You are aware that fighters are shield-piercing? Also, a carrier can always upgrade to the latest and best fighters available, opposed to weapons, where only upgrades to better refinement levels is possible. That's a good argument for bombers, but fighters are ...
- Fri Oct 13, 2017 8:37 am
- Forum: Play-Testing Feedback
- Topic: AI should build carriers under some circumstances.
- Replies: 4
- Views: 1080
Re: AI should build carriers under some circumstances.
Either it's not something the stable branch has caught up to or I missed it then. Oh, I recall pretty clearly that was an important thing to have working for 0.4.7, as part of the whole fighters rollout. Are you fielding shielded ships? I think the AI doesn't start using Fighters/Carriers until it ...
- Fri Oct 06, 2017 5:10 pm
- Forum: Play-Testing Feedback
- Topic: AI should build carriers under some circumstances.
- Replies: 4
- Views: 1080
Re: AI should build carriers under some circumstances.
The AI does build some carriers, I see them in every game I play. Not usually at first, but once it starts running into enemies with shields, then it will usually start cranking out some carriers (generally not pure carriers, i.e., also using some direct fire weapons, and it seems familiar that we ...
- Wed Oct 04, 2017 9:07 pm
- Forum: Play-Testing Feedback
- Topic: AI should build carriers under some circumstances.
- Replies: 4
- Views: 1080
AI should build carriers under some circumstances.
Since the AI doesn't scrap ships it risks penalizing itself with obsolete fleets when not at war. This may be a contributing factor to the less aggressive AI being easier. If, when not at war and not at max tech for ship components, the AI built carriers if able to do so it would help mitigate this ...
- Sat Jun 03, 2017 8:57 am
- Forum: General Discussion
- Topic: Regime change on the homeworld - worth it?
- Replies: 4
- Views: 1548
Re: Regime change on the homeworld - worth it?
A species on someone else's homeworld shouldn't get any 'homeworld' population bonuses and while I did substantially beef up the differences between good and bad industry awhileback I genuinely think given so many of the bonuses are purely population based and not modified that you're better off ke...
- Sun May 14, 2017 9:34 am
- Forum: Top Priority Game Design
- Topic: Stealth Fundamentals
- Replies: 46
- Views: 28186
Re: Stealth Fundamentals
I'm worried that stealth empires won't be fun to play against. If stealth doesn't neutralize the threat of conventional empires they aren't working and if they are they'll be untouchable and horribly frustrating to play against. This is bad for multiplayer, obviously, but one way or the other it's b...
- Fri May 12, 2017 2:56 pm
- Forum: Other Game Design
- Topic: Serious balance issues and suggestions summed up
- Replies: 77
- Views: 8916
Re: Serious balance issues and suggestions summed up
What about adding a data field to every hull for upkeep? If it's by slots or structure hulls with some outstanding feature other than slots or structure will be undercosted. An energy line hull has three free slots worth of engines compared to an asteroid line or basic hull. Some organic and robotic...
- Wed Sep 28, 2016 7:12 pm
- Forum: General Discussion
- Topic: Concentration camps
- Replies: 5
- Views: 2158
Re: Concentration camps
Well, my ancestors invented them to use on other humans, and then the Nazis used them even more extensively on massive numbers of humans, so given we haven't even left this tiny little rock properly yet… I do worry about the balance of the camps and the ability to use them briefly for a massive bon...